Esempio n. 1
0
void hit(void)
{
  say_xy("bhit.wav/22050Hz - barrel hit", 0, 380);
  playsound(37, 22050, 0,0,0);
  sp_seq(&current_sprite, 173);
  wait(800);
  sp_pframe(&current_sprite, 1);
}
Esempio n. 2
0
void buttonoff( void )
{
sp_pframe(&current_sprite, 1);
Playsound(21,22050,0,0,0);
sp_brain(&crap, 7);
sp_reverse(&crap, 1);
sp_seq(&crap, 200);
}
Esempio n. 3
0
void buttonon( void )
{
sp_pframe(&current_sprite, 2);
Playsound(20,22050,0,0,0);
&crap = create_sprite(358, 93, 0, 200, 1);
sp_noclip(&crap, 1);
sp_seq(&crap, 200);
sp_reverse(&crap, 0);

}
Esempio n. 4
0
void main(void )
{
int &mycrap = create_sprite(&save_x, &save_y, 0, 161, 1);
sp_script(&mycrap, "dam-bomn");
sp_range(&mycrap, 30);
sp_brain(&mycrap, 17);
playsound(6, 22050, 0,0,0);
sp_seq(&mycrap, 161);
//sp_touch_damage(&mycrap, 10);
sp_strength(&mycrap, 25);
 }
Esempio n. 5
0
void die ()
{
	int r;
	freeze (1);
	sp_base_idle (1, "");
	sp_brain (1, "none");
	sp_seq (1, "die");
	sp_frame (1, 1);
	sp_nohit (1, 1);
	wait (3000);
	while (1)
	{
		r = choice ("Load", "Restart", "Quit");
		if (r == 1)
			escape.load ();
		else if (r == 2)
			restart_game ();
		else if (r == 3)
			kill_game ();
	}
}
Esempio n. 6
0
void die( void )
{
freeze(1);
&update_status = 0;
int &mholdx = sp_x(1,-1);
int &mholdy = sp_y(1,-1)

//int &crap = create_sprite(&mholdx,&mholdy,5,436,1);

sp_seq(1, 436);
sp_base_idle(1, -1);
wait(3000);
sp_nohit(1, 1);
sp_brain(1, 0);
again:
        choice_start();
"Load a previously saved game"
"Restart game"
"Quit to system"
        choice_end();

if (&result == 1)
{
load();
kill_this_task();
}
   if (&result == 2)
   {
   sp_nohit(1, 0);
   restart_game();
   }

   if (&result == 3)
   {
   kill_game();
   }


}
Esempio n. 7
0
void touch( void )
{
freeze(1);
sp_x(1, 283);
sp_y(1, 320);
sp_seq(1, 452);
sp_frame(1, 1);
sp_nocontrol(1, 1); //dink can't move until anim is done!
sp_touch_damage(&current_sprite, 0);
sp_brain(1, 0);
wait(2000);
script_attach(1000);
fade_down();
&player_map = 198;
sp_x(1, 315);
sp_y(1, 375);
load_screen(198);
sp_brain(1, 1);
draw_screen();
fade_up();
kill_this_task();
}
Esempio n. 8
0
void click ()
{
	freeze (1);
	load_game (-1);
	// This is reached if the game didn't exist.
	sp_brain (g_dink, "person");
	sp_base_idle (g_dink, "idle");
	sp_base_walk (g_dink, "walk");
	sp_timing (g_dink, 33);
	sp_speed (g_dink, 2);
	freeze (g_dink);
	move_stop (g_dink, 2, 400, 1);
	sp_dir (g_dink, 2);
	say_stop ("Continue?", g_dink);
	say_stop ("You haven't even started yet!", g_dink);
	say_stop ("Hmpf!", g_dink);
	move_stop (g_dink, 8, 350, 1);
	sp_y (g_dink, 350);
	sp_seq (g_dink, collection_code ("walk") + 3);
	sp_brain (g_dink, "repeat");
	sp_brain (1, "pointer");
	unfreeze (1);
}
Esempio n. 9
0
void hit ( void )
 {
  //play noise
  int &hold = sp_editor_num(&current_sprite);

  if (&hold != 0)
    {
     //this was placed by the editor, lets make the chest stay open
     editor_type(&hold, 4); 
     editor_seq(&hold, 177);
     editor_frame(&hold, 6);
     //type means show this seq/frame combo as background in the future
    }
  &save_x = sp_x(&current_sprite, -1);
  &save_y = sp_y(&current_sprite, -1);
  external("make", "gheart");

  sp_seq(&current_sprite, 177);
  sp_script(&current_sprite, "");
  sp_notouch(&current_sprite, 1);
  sp_nohit(&current_sprite, 1);
  kill_this_task();
 }
Esempio n. 10
0
void order()
{
	sp_brain (g_adelbrecht, "person");
	sp_brain (g_dink, "person");
	sp_brain (g_eggeric, "person");
	sp_brain (g_machteld, "person");
	freeze (g_adelbrecht);
	freeze (g_dink);
	freeze (g_eggeric);
	freeze (g_machteld);
	sp_base_walk (g_adelbrecht, "soldier");
	sp_base_walk (g_dink, "walk");
	sp_base_walk (g_eggeric, "merchant");
	sp_base_walk (g_machteld, "bluemaiden");
	sp_timing (g_dink, 33);
	sp_speed (g_dink, 2);
	move_stop (g_dink, 2, 400, 1);
	say_stop ("I'll do some ordering for you!", g_dink);
	sp_pseq (g_dink, "walk 7");
	sp_pseq (g_eggeric, "merchant 1");
	sp_pseq (g_machteld, "bluemaiden 1");
	say_stop ("Adelbrecht, turn around!", g_dink);
	say_stop ("`9Allright, relax.", g_adelbrecht);
	sp_pseq (g_adelbrecht, "soldier 7");
	sp_pseq (g_dink, "walk 9");
	say_stop ("Eggeric, sit down!", g_dink);
	sp_brain (g_eggeric, "none");
	say_stop ("`0I don't take orders from you!", g_eggeric);
	sp_pseq (g_dink, "walk 4");
	say_stop ("Daniel, sit straight!", g_dink);
	sp_pseq (g_machteld, "bluemaiden 1");
	say_stop ("`#Er, excuse me, Dink?", g_machteld);
	sp_pseq (g_dink, "walk 6");
	sp_pseq (g_adelbrecht, "soldier 3");
	say_stop ("Yes, dear?", g_dink);
	sp_pseq (g_eggeric, "merchant 3");
	say_stop ("`#I think 'ordering' is about buying this game.", g_machteld);
	sp_pseq (g_eggeric, "merchant 1");
	say_stop ("Buying?", g_dink);
	say_stop ("You mean it's not free?", g_dink);
	sp_pseq (g_eggeric, "merchant 3");
	say_stop ("`#I think so...", g_machteld);
	sp_pseq (g_eggeric, "merchant 1");
	say_stop ("No way!", g_dink);
	say_stop ("Don't you know who wrote this?", g_dink);
	say_stop ("Bas Wijnen, [email protected]!", g_dink);
	say_stop ("`9I thought it was shevek", g_adelbrecht);
	sp_pseq (g_dink, "walk 7");
	say_stop ("That's his nickname.", g_dink);
	say_stop ("`9Oh, right. Sorry.", g_adelbrecht);
	sp_pseq (g_dink, "walk 6");
	say_stop ("He's a free software freak!", g_dink);
	say_stop ("Anything he writes is free and open source.", g_dink);
	sp_pseq (g_eggeric, "merchant 3");
	say_stop ("`#But why did he put this button in then?", g_machteld);
	say_stop ("`#I'm sure he doesn't want you to give orders.", g_machteld);
	sp_pseq (g_eggeric, "merchant 1");
	say_stop ("No, that's true.", g_dink);
	say_stop ("I suppose he just used all the available buttons", g_dink);
	say_stop ("His editor doesn't support custom artwork yet, you know.", g_dink);
	sp_pseq (g_eggeric, "merchant 3");
	say_stop ("`#Oh, really?", g_machteld);
	say_stop ("`#He should fix that.", g_machteld);
	sp_pseq (g_eggeric, "merchant 1");
	say_stop ("Indeed.", g_dink);
	say_stop ("`0Hey you, with the ugly clothes!", g_eggeric);
	sp_pseq (g_dink, "walk 9");
	say_stop ("Are you talking to me?", g_dink);
	say_stop ("`0You bet I am!", g_eggeric);
	say_stop ("`0Are you done talking to my wife?", g_eggeric);
	say_stop ("`0Why are you called Dink, and the king Daniel?", g_eggeric);
	say_stop ("`0And why is my wife called Machteld?", g_eggeric);
	say_stop ("Of course the king really should be called emperor Karel", g_dink);
	say_stop ("Or Charlemagne in English.", g_dink);
	say_stop ("And I should be called Elegast.", g_dink);
	say_stop ("Or Elbegast in English.", g_dink);
	say_stop ("But then faithful Dink-players would get confused.", g_dink);
	say_stop ("Now Machteld is a different story.", g_dink);
	say_stop ("She doesn't have a name in the original story.", g_dink);
	say_stop ("But this game is made in honour of her birthday.", g_dink);
	say_stop ("`3You told me it was to test your dmod builder!", g_daniel);
	sp_pseq (g_dink, "walk 4");
	say_stop ("Yes, that too.", g_dink);
	sp_pseq (g_adelbrecht, "soldier 1");
	say_stop ("`#What?", g_machteld);
	sp_pseq (g_adelbrecht, "soldier 3");
	sp_pseq (g_eggeric, "merchant 3");
	sp_pseq (g_dink, "walk 6");
	say_stop ("`#But I thought it was for me!", g_machteld);
	sp_pseq (g_eggeric, "merchant 1");
	say_stop ("It is!", g_dink);
	sp_pseq (g_eggeric, "merchant 3");
	say_stop ("`#Pff, you just say that!", g_machteld);
	sp_pseq (g_eggeric, "merchant 1");
	say_stop ("No, really!", g_dink);
	say_stop ("Oh, forget it!", g_dink);
	move_stop (g_dink, 8, 350, 1);
	sp_y (g_dink, 350);
	sp_brain (g_dink, "repeat");
	sp_seq (g_dink, "walk 3");
	sp_pseq (g_adelbrecht, "soldier 3");
	sp_brain (g_adelbrecht, "repeat");
	sp_pseq (g_eggeric, "merchant 3");
	sp_brain (g_eggeric, "repeat");
	sp_pseq (g_machteld, "bluemaiden 3");
	sp_brain (g_machteld, "repeat");
}
Esempio n. 11
0
void main( void )
{

//playsound(43, 22050,0,0,0);

&s4-duck = 2;
&story = 11;
freeze(1);
//cutscene

//create man
int &man = create_sprite(290, 460, 0, 0, 0);
sp_base_walk(&man, 380);
sp_speed(&man, 1);
sp_timing(&man, 33);
preload_seq(381);
preload_seq(383);
preload_seq(387);
preload_seq(389);

//create little girl
int &girl = create_sprite(290, 460, 0, 0, 0);
sp_base_walk(&girl, 250);
sp_speed(&girl, 1);
sp_timing(&girl, 33);
preload_seq(251);
preload_seq(253);
preload_seq(257);
preload_seq(259);

int &junk = sp_y(1, -1);
if (&junk < 220)
   sp_dir(1, 2);

say("`0Hurry up, Kelly!", &man);
move_stop(&man, 8, 430, 1);
move_stop(&man, 9, 380, 1);
say_stop("`0This is gonna be so great and...", &man);
wait(250);
say_stop("`0WHAT THE!?!?!", &man);
sp_pseq(&man,387);
sp_pframe(&man,1);
sp_seq(&man,0);
wait(250);
sp_pseq(&man,381);
sp_pframe(&man,1);
sp_seq(&man,0);
say_stop("Uh oh.", 1);
wait(250);
sp_pseq(&man,383);
sp_pframe(&man,1);
sp_seq(&man,0);

wait(250);
sp_pseq(&man,389);
sp_pframe(&man,1);
sp_seq(&man,0);
say_stop("`0NO!!!!!", &man);
move_stop(&girl, 9, 350, 1);
move_stop(&girl, 7, 280, 1);
say_stop("`#Daddy, what happened?", &girl);
wait(250);
say_stop("`0GUARDS!!!!!!!", &man);
wait(250);
say_stop("`0HELP!", &man);
wait(250);
say_stop("`0THIS GUY KILLED THE BLESSED FOWL!", &man);
wait(250);


int &guard = create_sprite(290, 460, 0, 0, 0);
sp_base_walk(&guard, 290);
sp_speed(&guard, 1);
sp_timing(&guard, 33);
preload_seq(291);
preload_seq(293);
preload_seq(297);
preload_seq(299);

move_stop(&guard, 8, 380, 1);
say_stop("`5I MUST AVENGE THE WINGED GODDESS!", &guard);
wait(300);
say_stop("`0Kelly, what are you doing?", &man);
wait(300);
say_stop("`#I'm eating.", &girl);
wait(300);
move_stop(&guard, 9, 330, 1);
say_stop("`5Sir, your daughter is eating our god.", &guard);
wait(300);
say_stop("`5I guess we have to kill her too.", &guard);
wait(300);
say_stop("`#This meat.. tastes good!", &girl);
wait(300);
say_stop("`0Wait..isn't it all raw and such?", &man);
wait(300);
say_stop("`5I guess one piece won't hurt...", &guard);
wait(1000);
say_stop("`5IT TASTES GREAT!", &guard);
say_stop("`0LESS FILLING TOO!", &man);
wait(300);
say_stop("`5Dink, you magically changed our supreme beings into food!", &guard);
wait(300);
say_stop("No.. there is a perfect explanation, you see, the friction seemed to cook and...", 1);

wait(300);
say_stop("`0Who cares about that!", &man);
wait(300);
say_stop("`5Dink is a hero!  WE MUST GO TELL THE OTHERS!", &guard);
unfreeze(1);
move(&guard, 1, 300, 1);
move_stop(&man, 4, 300, 1);
move(&guard, 2, 480, 1);
move_stop(&man, 2, 480, 1);
move_stop(&girl, 3, 310, 1);
say_stop("`#Bye, Dink.", &girl);
move_stop(&girl, 2, 470, 1);

}
Esempio n. 12
0
void main( void )
{
 if (&caveguy == 5)
 {
  script_attach(1000);
  //preload_seq(740);  <-- for sucking.
preload_seq(375);
  preload_seq(168);
  int &junk;
  int &dude;
  int &evil;
  int &evil2;
  int &evil3;
  freeze(1);
  &dude = create_sprite(551, 157, 0, 0, 0);
  sp_brain(&dude, 0);
  sp_base_walk(&dude, 370);
  sp_speed(&dude, 2);
  sp_timing(&dude, 0);
  //set starting pic
  sp_pseq(&dude, 371);
  sp_pframe(&dude, 1);
  //Now EVIL
  &evil = create_sprite(-20, 130, 0, 0, 0);
  sp_brain(&evil, 0);
  sp_base_walk(&evil, 300);
  sp_speed(&evil, 1);
  sp_timing(&evil, 0);
  //set starting pic
  sp_pseq(&evil, 303);
  sp_pframe(&evil, 1);
  //Now EVIL's friend
  &evil2 = create_sprite(-20, 210, 0, 0, 0);
  sp_brain(&evil2, 0);
  sp_base_walk(&evil2, 300);
  sp_speed(&evil2, 1);
  sp_timing(&evil2, 0);
  //set starting pic
  sp_pseq(&evil2, 303);
  sp_pframe(&evil2, 1);
  //And the third EVIL
  &evil3 = create_sprite(300, 470, 0, 0, 0);
  sp_brain(&evil3, 0);
  sp_base_walk(&evil3, 300);
  sp_speed(&evil3, 1);
  sp_timing(&evil3, 0);
  //set starting pic
  sp_pseq(&evil3, 307);
  sp_pframe(&evil3, 1);
  Playmidi("1004.mid");
  say_stop("`5Ok, let's get going before they come.", &dude);
  wait(500);
  say_stop("`5This way.", &dude);
  move(&dude, 4, 500, 1);
  wait(50);
  move(1, 4, 550, 1);
  wait(150);
  say("`4Not so fast.", &evil);
  move(&evil, 6, 100, 1);
  wait(850);
  move(&evil3, 8, 380, 1);
  move_stop(&evil2, 6, 67, 1);
  say_stop("`4We have a small matter to discuss with your friend.", &evil);
  say("`4Hahahaaahaha", &evil);
  say("`4Haha ha ha", &evil2);
  say_stop("`4Ha ha haaa", &evil3);
  wait(800);
  sp_dir(&dude, 3);
  say_stop("`5It's okay Dink, I can take 'em.", &dude);
  wait(250);
  say("`5Allright.", &dude);
  move_stop(&dude, 4, 400, 1);
  sp_dir(&dude, 1);
  say_stop("`5Which one of you is first?", &dude);
  wait(250);
  say("`4Haha ha ha", &evil2);
  wait(500);
  say_stop("`4Ha ha haaa", &evil3);
  wait(500);
  say_stop("`4I am!!", &evil);
  move_stop(&evil, 2, 157, 1);
  move_stop(&evil, 6, 170, 1);
  wait(500);
  //say("`4I'm attacking now...", &evil);
  &junk = create_sprite(240, 157, 11, 506, 1);
  sp_seq(&junk, 506); 
  sp_dir(&junk, 6);
  sp_speed(&junk, 6);
  sp_flying(&junk, 1);
  wait(390);
  sp_active(&junk, 0);
  &junk = create_sprite(390, 157, 7, 168, 1);
  sp_seq(&junk, 168);
  sp_pseq(&dude, 375);
  sp_pframe(&dude, 1);

  say_stop("`5Ahhhhhh!", &dude);
  wait(50);
  sp_active(&junk, 0);
  //Kill guy too

  say("Noooo!!", 1);
  move(1, 4, 450, 1);
  wait(500);
  say("`4Haha ha ha", &evil2);
  say_stop("`4Ha ha haaa", &evil3);
  wait(500);
  say_stop("`4Our work is done here.", &evil);
  wait(500);
  say_stop("`4You may live, if you forget all that you've seen here.", &evil);
  wait(250);
  say_stop("Forget ...", 1);
  wait(500);
  say_stop("I'll forget allright.", 1);
  wait(250);
  move(&evil, 4, -20, 1);
  wait(360);
  move(&evil2, 4, -20, 1);
  move_stop(&evil3, 4, 180, 1);
  move_stop(&evil3, 2, 470, 1);
  sp_active(&evil, 0);
  sp_active(&evil2, 0);
  sp_active(&evil3, 0);
  wait(250);
  say_stop("Forget to remove my foot from your ASS!!", 1);
  wait(500);
  say_stop("Are you okay?", 1);
  wait(500);
  say_stop("`5I just got hit by a fireball", &dude);
  wait(500);
  say_stop("`5I'm going to die!", &dude);
  wait(250);
  say_stop("I'm sorry I wasn't fast enough.", 1);
  wait(500);
  say_stop("`5It's not your fault", &dude);
  wait(500);
  say_stop("`5Just .. just be careful... also, take this...", &dude);
  wait(500);
  say_stop("Alright.. what is it?", 1);
  wait(500);
  say_stop("`5The Mordavia scroll.  It contains magic I needed to...", &dude);
  say_stop("`5Ahhhhhh.", &dude);
  wait(1000);
  say_stop("Ah man...", 1);
  sp_active(&dude, 0);
  &caveguy = 6;
  add_magic("item-p1", 438,14);
  &story = 7;
  unfreeze(1);
  //Fade
  fade_down();
  fill_screen(0);
  //move Dink
  &player_map = 625;
  sp_x(1, 268);
  sp_y(1, 173);
  sp_dir(1, 8);
  load_screen();
  draw_screen();
  draw_status();
  fade_up();
  kill_this_task();
 }
}